NuttyClimb
The single world-component that runs **Nutty Climb** — a 2.5D endless vertical tree-climber. A squirrel auto-climbs an infinite trunk on three lanes while the camera scrolls up; height is the score.
NuttyClimb
The single world-component that runs Nutty Climb — a 2.5D endless vertical tree-climber. A squirrel auto-climbs an infinite trunk on three lanes while the camera scrolls up; height is the score.
Attach it to one entity (the scene entrypoint spawns a GameController and does
this automatically). The component owns the whole game:
- World build — trunk, parented squirrel, scrolling forest detail, lighting,
side-on camera (driven directly via the
menucamera behavior). - Simulation — auto-climb, lane steering, dash (i-frames + cooldown), acorns + combo, birds that telegraph then drop poop, sap, owls (two-lane sweeps), and four power-ups (leaf shield, acorn magnet, cheek-stuff x2, wingnut auto-dodge). Difficulty scales with height.
- UI — every zui screen: main menu, HUD, pause, game-over, scores, an interactive skin shop, and settings (volume sliders + accessibility toggles).
- Persistence — best height, best acorns, lifetime acorn currency, unlocked
skins, and settings, saved to
games/nutty_climb/save.json.
Lifecycle: awake builds the world and shows the menu; update (play) and
editorUpdate (edit) drive the same tick so the game previews live while
authoring. onCallback routes every menu interaction. A dbg(cmd, arg) method
exposes a headless command surface (start, lane, dash, poop, owl,
pu, step, …) used for validation.
Scoped to this part · feeds back into the world's score.